Gran Turismo 2

Gran Turismo 2

15.10.2013 18:49:56
~B
The U.S. Version of Gran Turismo 2 for PSX

By Dan GC (Guardian Cloud)

When Made: 12/28/99 04:32 PM PT
Last Updated: 03/05/00 11:28 AM PT
Document Information: 100 K (102, 549) bytes
Designed for, at least, IE 3 or NN 3 at 640x480
Resolution and Courier New font enabled
102, 549 characters (letters, numbers, etc.)

Gran Turismo 2 was...
Created by: Polyphony Digital
Licensed by: SCEA
Published by: SCEA
Released: December 17, 1999

Okay, if you have any comments, questions, corrections, or any other
things you can add to this, E-mail them to
_________________
Table of Contents
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1. Updates
2. What the use of this guide is
3. Preparation
4. The Quick and Easy Way for Credits
5. Races and Cars Won
6. Cars I Won and Bought
7. Contributors' Quick Cash Strategies
8. Frequently Asked Questions
9. Miscellaneous Stuff
1. Drivetrains
2. Turning
3. Car Parts
4. Tuning
5. Best ___ Car
6. Stupid Mail I've Received
10. My Car Reviews
11. Special Thanks
12. Author Information

Copyright Disclaimer:

Unpublished Work Copyright (c) 1999, 2000 Dan GC

This FAQ is for private and personal use only. It may only be
reproduced electronically, and if placed on a Web Page or Site, may be
altered as long as this Disclaimer and the above Copyright Notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
book, etc. or being incorporated into magazines, etc. in ANY way without
Full Authorization from me and any cohorts I may have.
Gran Turismo and Gran Turismo 2 are copyright (c) 1999 Polyphony
Digital and Sony Computer Entertainment.
Section #5 and #6 are created by and copyright (c) 1999 Wolf
. I have included it in this guide to help people know
what cars they win from races and what cars to use to complete
Simulation.
This FAQ was created and is owned by me, Dan GC
All Copyrights and Trademarks are acknowledged that are not
specifically mentioned in this FAQ. Please give credit where it is due.

If you would like to print these document, save it as a Text Document
on your Hard Drive first, then open WordPad (if you have it), then
change the font to a more suitable one, such as Times New Roman with the
size of 10, take out unnecessary things, then print it afterwards.

This FAQ can be found at:
________________________________________________________________________
GameFAQs www.gamefaqs.com
The Shrine (under construction) come.to/theshrine
________________________________________________________________________
Part 1: Updates
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Version 0.6 03/05/00:
Corrected Toe tune-up subsection and finally put up my true Web Page
address, it's still under construction, though. Added a little more in
the "Best ___ Car" subsection, and fixed it.

Version 0.5 01/29/00:
Finals are over and I can finally relax. Really easy, though. I
finally got that accursed Mazda AZ-1 '91 after I had 501 days on the
counter. I added in the Modification Parts section to get people more
familiar to the parts and know what you need to get to actually change
the settings of the car. I modified some of the Tuning section and
added in some defintions to terms at the beginning.
I also took the Modification Parts and Tuning sections and made
another guide.

Version 0.4 01/21/00:
I finally finished Simulation. Only 97.80%. I did every race, even the
Event Generator races, that's how I got 97.80% in the first place. When
you beat an Event Generator race with any car, it counts as beating a
race. I couldn't find the Mazda AZ-1 for some reason even though it's
a used car at Mazda. Any help?
Well, I added in a new section, "Miscellaneous Stuff." At the
beginning of the section, it tells you how to change the Settings of
your car without going to a race that has no restriction on how much
horsepower you can have. You can just go to a Machine Test and change
the Settings there.
In the Miscellaneous Stuff section, it features the 'Drivetrains,'
'Turning' with each Drivetrain, 'Tuning' your car, the 'Best ___ Car,'
and 'Stupid Mail I've Received.'
I've added in a few Frequently Asked Questions. Added in some ASCII
art courtesy of Red Phoenix.

Version 0.35 01/09/00:
Added in two new sections and more Frequently Asked Questions. Please
read it before you E-mail a question, I'm tired of getting questions
that are already answered.

Version 0.3 01/02/00:
It looks like YOU CAN sort cars in GT2. Check it out in the
Frequently Asked Questions section. I added more questions to the
Frequently Asked Questions section. I've also fixed a few errors here
and there. Modified 'The Quick and Easy Way for Credits' section by
including the 'Event Generator.'

Version 0.25 01/01/00:
Well, it looks like the Y2K Bug didn't hit. Too bad for those people
who wasted tons of money preparing for 'armageddon.' I added a few
questions to the Frequently Asked Questions section. If you need a
question answered, read that first and if it isn't there, E-mail and
ask me the question.

Version 0.2 12/30/99:
Added in two new sections. Added in a GameShark code to help with the
Endurance races. Added in a few more questions.

Version 0.15 12/29/99:
Corrected stuff to match the U.S. version (prize cars from license
tests). Added in two questions to the Frequently Asked Questions section

Version 0.1 12/28/99:
First Edition
________________________________________________________________________
Part 2: What the use of this guide is
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I have made this guide to help people get money really easily. Now,
this is just what I did to get money really easily and, of course, there
are a lot of things you can do to get fast money, without the use of
GameShark.
________________________________________________________________________
Part 3: Preparation
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Let me begin by saying this: if you're reading this FAQ and you have
not yet seen John Culbert's Gran Turismo 2 Compendium, then click 'Back'
if you're using a browser to view this on the Internet from GameFAQs,
then click on the 'Compendium' link. If you downloaded this, then you
bettercheck out the GT2 Compendium first. It has some great information
on tuning your car, driving, cornering, etc.

Now I'll start. If you already read the GT2 Compendium and/or
mastered or nearly mastered Gran Turismo, then read on. Okay, if you
[nearly] mastered GT, then go to the License Tests and take all of them,
even the Super License because you gain access to the Event Generator
and all courses for Arcade Mode.

The below shows what cars you win from what license if you get 'Gold'
for all of the tests of that license's qualifications. After playing for
many hours, I finally got Gold for all of the tests. The below are the
cars I won from the license tests.
Thanks to John Culbert because it is taken and modified from his GT2
Compendium.
_____________________________________________
| Licenses | Prize Car |
| ¯¯¯¯¯¯¯¯¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
|B License | Spoon S2000 |
|A License | Dodge Concept Car |
|I-C License | [R]Mitsubishi 3000GT LM |
|I-B License | [R]Honda del Sol LM Edition |
|I-A License | [R]Mitsubishi FTO LM Edition |
|Super License | [R]Toyota GT-ONE Race Car '99|
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You only have 10,000 Credits to spend. There are some cars you should
consider buying before starting. You should buy a Japanese Car that only
costs around 5,000 Credits, but is at least a B Class Car.

You only need to get the 'B' and 'A' Licenses, but I recommend you get
all of the licenses, even the Super License because you gain access to
the Event Generator. If you're really good and get all Gold for the
License tests, you don't need to buy a car, yet. Just use the Car you
win. If you get all Gold for the I-C License, you'll get a [R]Mitsubishi
3000GT LM.
________________________________________________________________________
Part 4: The Quick and Easy Way for Credits
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If you didn't win a [R]Mitsubishi 3000GT LM, then you'll have to do
this the hard way. These are the basic steps:

- Get Super License (have to get the rest on the way)
- Buy a low-priced car
- Race a lot for Credits
- Tune-up Car
- Keep racing for more Credits
- Buy a GT car
- Tune-up GT car
- Race in Grand Touring Car Trophy with GT Car
- Win in each course at least twice
- Sell extra cars
- Buy a Ford GT40 for 500,000 Credits
- Use Ford GT40 and race in Race #3 in Mid-engine Challenge
- Use the Ford [R]GT40 Race Car you win from that race and keep racing
in the same race
- Sell the extra [R]GT40 Race Cars you win (250,000 Credits each)
- Use this Car and race for money whenever you need it
- Do whatever you want

If you have a [R]Mitsubishi 3000GT LM, then skip all the way down
to "- Race in Grand Touring Trophy with GT Car." Also, if you have
other cars you won from the License Tests, then you can use those to
win money and you don't have to buy a car. Now I'll walk you through
each step:

- Get Super License (have to get the rest on the way)
Get all of the licenses, even the Super License. You'll gain access
to the Event Generator.

- Buy a low-priced car
You should buy a Car that costs around 5,000 Credits, a FWD
(Front Wheel Drive; AKA FF car) is good. A Honda Prelude V-TEC '94 is
a good choice, but really, any car with around 200 HP in stock form
that costs around 5,000 Credits is a great car for the start.

- Race a lot for Credits
Race in the Expert difficulty in the 'Event Generator.' It consists
of five races, and when you get first place for winning a race, you
get 10,000 Credits. If you win the race series, the Championship
Bonus is 50,000 Credits, so that's 100,000 Credits total if you get
first place in each race. Thanks to UltimateX
for submitting this. Also, since you go against cars that are around
your car's level, you have a chance of winning and aren't overpowered.

- Tune-up car
Use the Credits you got to tune-up your Car enough to win the races
consistently. If you tune-up your car to its max, you can race in
other races and come back to the 'Event Generator' to get more money.
It takes about 200,000 Credits to tune up your car to its max
(excluding the Yaw Control System, Active Stability Control, and
Traction-Control Stability).

- Keep racing for more Credits
Just keep racing in the best race possible for a lot of Credits.
See above.

- Buy a GT car
Buy a good GT car, such as a [Mitsubishi 3000GT VR-4] or [Nissan
Skyline R-34 V-SPEC]

- Tune-up GT car
You should have enough money to tune up the GT Car good enough to
win the Grand Touring Car Trophy races; if not, just keep racing for
more money with the first Car you have

- Race in Grand Touring Car Trophy with GT Car
Use the GT Car you have and race in it and win.

- Win in each race at least twice
If you win at least twice in each race, you'll have a lot of extra
cars. More than what you need.

- Sell extra cars
Sell all of the extra cars you won, so you'll just have one of each
type. Since they all sell for 250,000 Credits each, you'll have
750,000 Credits to spare.

- Buy a Ford GT40 for 500,000 Credits
Since you have a lot of money, go to Ford in South City and buy the
'Special' Car [GT40]. It only costs 500,000 Credits, don't worry, you
can get the money quickly and easily.

- Use Ford GT40 and race in Race #3 in Mid-engine Challenge
Put Racing Slick Hard and Soft tires on this Car before you race. Put
Hard tires for the Front tires and Soft tires for the rear ones. You'll
have to get used to this car, but it's pretty good at turning so you
don't have to brake as often if you used another car. You'll win a
Ford [R]GT40 Race Car.

- Use the Ford [R]GT40 Race Car you win from that race and keep racing
in the same race
Go back Home and get in the Ford [R]GT40 Race Car and go back to
Race #3 in the Mid-engine Challenge and keep racing and winning in it.

- Sell the extra [R]GT40 Race Cars you win (250,000 Credits each)
After you win a couple [R]GT40 Race Cars, you can sell it for a lot
of money. Four of them and you already have 1,000,000 Credits.

- Use this Car and race formoney whenever you need it
Everytime you need a lot of money, just use the [R]GT40 Race Car and
race in Race #3 in the Mid-engine Challenge.

- Do whatever you want
Use the money you have and buy what you need, race in what you need,
etc. You don't really need to buy many cars because most of the cars
you win can be used to race in all of the events. Then, once you're
done with the official races, you can go on to the Car Company races,
you'll probably have to buy a lot of cars to finish all 90 of them.
Get Gold on all of the License tests, whatever you want to do.
To get even more money, race in the third race of the Gran Turismo
All Stars (Red Rock Valley). It is three laps, but if you win, you
get 50,000 Credits and win a TVR Speed 12 that sells for 500,000
Credits. Thanks to Chris Poon for this.
If you get the [R]Mitsubishi FTO LM Edition, use that for the
Endurance AND Rally races. It's a great Car that I believe is overall
the best car. It has above average acceleration, max speed, wonderful
control, great stability, etc. and the best part is you don't have to
change the Settings! Well, change the tires though.
________________________________________________________________________
Part 5: Races and Cars Won
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Wolf E-mailed me his FAQ and said it would help me for
any future FAQs I make for Gran Turismo 2. He can't write his own FAQs
because his English isn't good [enough]. So I have decided to do him a
deed by making this section and the below dedicated to him. They are
both from a FAQ he could've made, but can't.

Cars won for each license if you get all Gold for its tests:
____________________________________________
| Licenses | Prize Car |
| ¯¯¯¯¯¯¯¯¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
|B License | Spoon S2000 |
|A License | Dodge Concept Car |
|I-C License | [R]Mitsubishi 3000GT LM |
|I-B License | [R]Honda del Sol LM Edition |
|I-A License | [R]Mitsubishi FTO LM Edition|
|Super License | [R]Toyota GT-ONE '99 |
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Everything beyond this point in this section I received from Wolf
. I have not yet had the chance to check everything, but
I'm sure most of it's right. If you encounter any errors, E-mail me and
tell me about it.

Below is a list of the cars you have to buy used in order to beat the
races a car company sponsors (they aren't available as new cars):

Suzuki Cappuccino (listed as 'Capcino')
Mazda AZ-1 (I can't even find it!)
Subaru Alcyone SVX (look through all listed cars with 'SVX' in them)


[R] Racing model
N/A You don't aquire a Car when you win the race
All Races without a # of laps has two laps
VS. Versus (Rally Events only)
___________________
|Gran Turismo League|
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Japan Nationals
B - Midfield Raceway - 197HP - N/A
A - Midfield Raceway - 295HP - N/A
A - Midfield Raceway - 345HP - N/A

US Nationals
B - Laguna Seca - 246HP - N/A
A - Laguna Seca - 295HP - N/A
A - Laguna Seca - 394HP - N/A

French Nationals
B - Tahiti Road - 246HP - N/A
A - Tahiti Road - 295HP - N/A

UK Nationals
B - Trial Mountain - 197HP - N/A
A - Trial Mountain - 345HP - N/A
A - Trial Mountain - 394HP - N/A

Italian Nationals
B - Rome Short - 197HP - N/A
A - Rome Circuit - 295HP - N/A

German Nationals
B - Deep Forest - 216HP - N/A
A - Deep Forest - 295HP - N/A
A - Deep Forest - 443HP - N/A

Euro League
IB - Apricot Hill - 591HP - 3 laps - [R]Castrol Supra GT '96
IB - Grand Valley - 591HP - 3 laps - [R]Zexel Skyline GT '97
IB - Rome Circuit - 591HP - 3 laps - [R]Kure R33 GT '97

Pacific League
IB - Midfield Raceway - 542HP - 3 laps - [R]Nissan 300ZX GTS '97
IB - Seattle Circuit - 542HP - 3 laps - [R]Mazda RX-7 LM Edition
IB - Laguna Seca - 542HP - 3 laps - [R]Drag 180SX

Gran Turismo World League - IA - free (race series)
Trial Mountain - 5 laps Prize Cars:
Laguna Seca Raceway - 5 laps [R]Castrol Mugen NSX GT '99
Apricot Hill - 5 laps [R]R390 GT1 LM Race Car '98
Rome Circuit - 5 laps [R]Calsonic GT-R GT '99
Midfield Raceway - 5 laps [R]GT-ONE Race Car '98

Note: When you beat this series, you gain access to all of the courses
(if you don't have the Super License) and the Simulation ending
sequence for Disc 1 (Arcade Mode).
______________________________________
|Event Generator (Super Licence needed)|
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The Event Generator is activated when you obtain the Super License.
When you get the Super License, an arrow icon near the top-right of the
screen with the Gran Turismo World League globe.
Apparently, I've beaten the Event Generator races but no silver
trophy icon appears in the top-left corner of the race, but you do get
credit for beating it. Well, it seems they didn't spell 'Normal'
correctly and spelled it as 'Nomal.' And also, in the bottom-left
corner, you can barely read it, but it says something about
"Generating events may take up to 30 seconds."
These races are unique because they choose the right course that
meets your car's performance (challenges it). Of course difficulty
is a factor. The cars you go against are just in the same class as
your car (ex. Class A car).

Easy - One Race - N/A
Normal - One Race - N/A
Hard - One Race - N/A
Expert - Five Races - N/A - You don't win any car in the races, but
you do win money
______________
|Special Events|
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Sunday Cup
free - Tahiti Road - free - N/A
free - High Speed Ring - free - N/A
free - Red Rock Valley - free - N/A

Clubman Cup
free - Rome Short - free - N/A
free - Grindelwald - free - N/A
B - Rome Circuit - free - N/A

FF Challenge
B - Tahiti Road - 295HP - Mugen Accord SiR-T
A - Midfield Raceway - 345HP - Tom's T111
IC - Trial Mountain - 394HP - Mugen Prelude Type-S

FR Challenge
A - Clubman Stage R5 - 295HP - Sileighty
IC - Special Stage R5 - 443HP - Nismo 270R
IB - Midfield Raceway - 493HP - Mazda RX-7 GT-C '99

Mid-engine Challenge
IC - Grand Valley East - 345HP - TRD2000GT
IB - High Speed Ring - 493HP - Tom's T020
IA - Red Rock Valley - 591HP - [R]GT40 Race Car

4WD Challenge
A - Seattle Short - 345HP - Legacy Wagon GT-B '96
IC - Seattle Circuit - 394HP - Nismo 400R Preceiding Model
IB - Laguna Seca - 690HP - Mine's R32.5 Skyline GT-R

Lightweight "K" Cup
free - Rome Short - 147HP - Mugen Beat
B - Seattle Short - 98HP - Mazda Demio A-spec '97
A - Tahiti Road - 98HP - Mugen CR-X II

Compact Car World Cup
B - Rome Short - 246HP - Vitz F '99
B - Seattle Short - 246HP - Clio 16V
B - Autumn Ring - 295HP - Lupo 1.4

Luxury Sedan Cup
A - Rome Circuit - 394HP - Accord Type-R
IC - Special Stage R5 - 493HP - Chaser TRD Sports X30
IB - High Speed Ring - 591HP - GT-R 4Door Tuned by Nismo

Muscle Car Cup
IA - Seattle Short - free - PT Spyder
IA - Seattle Circuit - free - Cobra 427 '67
IA - Laguna Seca - free - Phaeton (Dodge)

Convertible Car Cup
A - Tahiti Road - 246HP - MX-5 Miata A Spec
IB - Grindelwald - 345HP - MR-S Show Version ´97
IA - Trial Mountain - 591HP - [R]Concept Car LM Edition

Historic Car Cup
A - Tahiti Road - 246HP - Mugen CR-X III
A - Rome Circuit - 295HP - Europa
IC - Grindelwald - 394HP - XYR '99

Station Wagon Cup
B - Rome Short - 394HP - Impreza Wagon STi Ver.V '98
A - Super Speedway - 394HP - Mugen Accord Wagon
IC - Special Stage R5 - 394HP - Stagea 260RS Tuned by Nismo

'80s Sports Car Cup
A - Trial Mountain - 197HP - 3 laps - Mugen Ferio
IC - Special Stage R5 - 345HP - 3 laps - Mugen CR-X III
IB - Deep Forest - 345HP - 3 laps - Mugen Civic Type-R
IB - Seattle Circuit - 394HP - 3 laps - Mugen Integra Type-R
IB - Tahiti Road - 394HP - 3 laps - [R]Skyline Silhouette
Foumula R30

Grand Touring Car Trophy
IC - Red Rock Valley - 394HP - 3 laps - [R]Daisin Silvia GT '99
IB - Grand Valley - 493HP - 3 laps - [R]Mugen NSX GT
IA - Midfield Raceway - 591HP - 3 laps - [R]Unisia GT-R GT '99

Pure Sports Car Cup
A - Laguna Seca - 394HP - Angel T01
IC - Deep Forest - 443HP - ZZIII
IB - Trial Mountain - 591HP - Tuscan Speed 6

Tuned NA Car No.1 Cup (determined prize car is completely random)
IA - Autumn Ring - free - 3 laps Prize Cars:
IA - Grindelwald - free - 3 laps Spoon Civic Type-R
IA - Laguna Seca - free - 3 laps Spoon Integra Type-R
MX-5 Miata B Spec
MX-5 Miata C Spec

Tuned Turbo Car No.1 Cup (determined prize car is completely random)
IA - Special Stage R5 - free - 3 laps Prize Cars:
IA - Test Course - free - 3 laps [R]R33 Drag GT-R
IA - Deep Forest - free - 3 laps Mine's R33 Skyline GT-R
Nismo 400R

Gran Turismo All Stars
IA - Super Speedway - free - 5 laps - Mine's Lancer Evolution V
IA - Special Stage R5 - free - 5 laps - Mine's R34 Skyline GT-R
IA - Red Rock Valley - free - 5 laps - Speed 12
IA - Rome Circuit - free - 5 laps - [R]ZZII
IA - Laguna Seca - free - 5 laps - R390 GT1 Road Car '97

Super Touring (prize car changes regularly)
IB - Apricot Hill - 493HP - 3 laps Prize Cars:
IB - Trial Mountain - 493HP - 3 laps TRD3000GT
IB - Laguna Seca - 493HP - 3 laps Tom's Supra
IB - Deep Forest - 493HP - 3 laps Camaro Z28 30th Anniversary
IB - Rome Circuit - 493HP - 3 laps

GT 300 Championship - IB - 591HP (race series)
Grand Valley East - 5 laps Prize Cars (must complete all races):
Laguna Seca - 5 laps [R]Momo MR2 GT '99
Deep Forest - 5 laps [R]Weds Celica GT '99
Midfield - 5 laps [R]BP Trueno GT '99
Apricot Hill - 5 laps [R]Zanavi Silvia GT '99

GT 500 Championship - IA - free (race series)
Laguna Seca - 5 laps Prize Cars (must complete all races):
Super Speedway - 5 laps [R]Arta GT-R GT '99
Rome Circuit - 5 laps [R]Cerumo Supra GT '99
Trial Mountain - 5 laps [R]Takata NSX GT '99
Apricot Hill - 5 laps [R]STP Viper GT '99
____________
|Rally Events|
¯¯¯¯¯¯¯¯¯¯¯¯
Green Forest Roadway
A - VS. Astra Sri 2.0i 16V - free - N/A
IC - VS. Escort Rally Car - free - N/A
IB - VS. Focus Rally Car - free - N/A

Smokey Mountain South
A - VS. Storia - free - N/A
IC - VS. Delta Integrale - free - N/A
IB - VS. Delta - free - N/A

Tahiti Maze
A - VS. Celica - free - N/A
IB - VS. Rally Car - free - N/A
IB - VS. Lancer Rally Car - free - N/A

Smokey Mountain North
A - VS. Saxo - free - N/A
IC - VS. Magane Coupe - free - N/A
IB - VS. Imprez Rally Car - free - N/A

Tahiti Dirt R3
A - VS. Pulsar - free - N/A
IC - VS. Stratos - free - N/A
IB - VS. Corolla Rally Car - free - N/A

Pikes Peak Downhill
A - VS. 306 S16 - free - N/A
IC - VS. Sratos - free - N/A
IB - VS. Lancer EVO IV GSR - free - N/A

Pikes Peak Hill Climb
A - VS. RS200 Rally Car - free - N/A
IB - VS. Cultus Pikes Peak - free - N/A
IB - VS. Escudo Pikes Peak - free - N/A

Smokey Mt. North Reverse
A - VS. Pulsar - free - N/A
IC - VS. Celica - free - N/A
IB - VS. Lancer Rally Car - free - N/A

Tahiti Dirt R3 Reverse
A - VS. Familla - free - N/A
IC - VS. Impreza Rally Car - free - N/A
IB - VS. Tiagra Ice Race Car - free - N/A
_________
|Endurance|
¯¯¯¯¯¯¯¯¯
IA - Grand Valley 300 KM - 690HP - 60 laps - [R]Impreza Rally Car
[R]R390 GT1 LM Race Car '97

IB - Apricot Hill 200 KM - 591HP - 50 laps - Lancia Stratos
[R]Viper GTS-R

IA - Seattle Circuit 100 Miles - 591HP - 40 laps - [R]GT90
[R]Escort Rally Car

IA - Laguna Seca 200 Miles - free - 90 laps - [R]3000GT LM Edition '99
[R]Celica Rally Car

IA - Rome Circuit 2 Hours - free - 99 laps - [R]Corolla Rally Car '97
[R]Altezza LM Edition

IB - Trial Mountain - 295HP - 30 laps - [R]Denso Supra GT '99

IA - SS Route 5 All-Night - free - 50 laps - [R]Cerbera LM Edition
[R]Lancer Evolution VI
Rally Car '99
________________________________________________________________________
Part 6: Cars I Won and Bought
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Wolf E-mailed me his FAQ and said it would help me for
any future FAQs I make for Gran Turismo 2. He can't write his own FAQs
because his English isn't good [enough]. So I have decided to do him a
deed by making this section and the above dedicated to him. They are
both from a FAQ he could've made, but can't.

Wolf is completely finished with Simulation mode (98.25%) and Arcade
mode.

I'm completely done with both Arcade and Simulation (98.25%).

In the left column are the car dealers and cars from that company. To
the right of each car is the year (if available), the drivetrain, and
horsepower.

Acura
NSX Type S '97 MR 453 HP

Alfa Romeo
[R]155 Touring Car '95 4WD 544 HP

Aston Martin
[R]DB7 Coupe FR 531 HP

BMW
323 Ci FR 442 HP

Chevrolet
Corvette 427 Stingray '69 FR 617 HP
Camaro Z28 30th Anniversary '96 FR 285 HP

Citroen
[R]Xsara Rally Car 4WD 378 HP

Dodge
[R]Viper GTS-R Team Oreca FR 690 HP
Concept Car MR 216 HP
Phaeton FR 502 HP
[R]Concept Car LM Edition MR 526 HP
[R]STP Viper GT '99 FR 645 HP
[R]Viper GTS-R FR 690 HP

Fiat
[R]500R '75 RR 129 HP

Ford
RS200 Rally Car '86 4WD 484 HP
[R]GT40 '66 MR 305 HP
[R]GT40 Race Car '69 MR 492 HP
[R]GT90 MR 716 HP
[R]Escort Rally Car 4WD 460 HP

Honda
Spoon S2000 FR 269 HP
[R]del Sol LM Edition MR 617 HP
Mugen Accord Sir-T FF 190 HP
Mugen Prelude Type S FF 211 HP
Mugen Beat MR 61 HP
Mugen CR-X pro.2 FF 155 HP
Accord Type-R FF 207 HP
Mugen CR-X pro.3 FF 164 HP
Mugen Integra Type-R FF 194 HP
[R]Mugen NSX GT '98 MR 608 HP
Spoon Civic Type-R FF 212 HP
Spoon Integra Type-R FF 259 HP
[R]Takata NSX GT '99 MR 608 HP

Lancia
[R]Delta S4 '85 4WD 387 HP
[R]Delta HF Integral Evolution 4WD 401 HP
[R]Stratos MR 355 HP

Lister
[R]Storm FR 709 HP

Lotus
Elise GT1 MR 613 HP
[R]Esprit GT1 MR 577 HP
[R]Elan S4 Sprint '71 FR 210 HP
Europa MR 299 HP

Mazda
[R]RX-7 LM Edition FR 551 HP
RX-7 GT-C '99 FR 293 HP
MX-5 Miata A Spec FR 141 HP
[R]RX-7 GT-Turbo '83 FR 433 HP
MX-5 Miata B Spec FR 165 HP
MX-5 Miata C Spec FR 197 HP

Mercedes Benz
[R]SLK 230 Kompressor FR 424 HP
AMG E55 FR 497 HP

Mitsubishi
[R]Taeivon FTO GT '99 FF 378 HP
[R]3000GT Twinturbo MR '99 4WD 695 HP
[R]3000GT VR-4 '99 4WD 719 HP
[R]3000GT LM Edition 4WD 614 HP
[R]FTO LM Edition 4WD 549 HP
Mine's Lancer Evolution V 4WD 413 HP
[R]Lancer Evolution VI Rally Car '99 4WD 460 HP
[R]3000GT LM Edition '99 4WD 689 HP

Nissan
R390 GT1 Road Car '98 MR 837 HP
R390 GT1 Road Car '97 MR 833 HP
[R]R390 GT1 '98 MR 663 HP
[R]Zexel Skyline GT '97 4WD 670 HP
[R]Kure R33 GT '97 4WD 670 HP
[R]300ZX GT '97 FR 672 HP
[R]Drag 180SX FR 1011 HP
Sileighty FR 201 HP
Nismo 270R FR 264 HP
Nismo 400R Preceiding Model 4WD 393 HP
Mine's Skyline GT-R 4WD 618 HP
GT-R Tuned by Nismo 4WD 293 HP
Stagea 260 RS tuned by Nismo 4WD 343 HP
[R]Skyline R30 Silhouette Formula FR 555 HP
[R]Daisin Silvia GT '99 FR 413 HP
[R]Unisia Jecs Skyline '99 4WD 702 HP
Mine's R33 Skyline GT-R 4WD 618 HP
[R]HKS R33 Drag GT-R 4WD 1011 HP
Nismo 400R 4WD 393 HP
Mine's R34 Skyline GT-R 4WD 618 HP
[R]Arta GT-R GT '99 4WD 702 HP
[R]Zanavi Silvia GT '99 FR 413 HP
[R]R390 GT1 LM Race Car '97 MR 633 HP

Opel
[R]Calibra Touring Car 4WD 555 HP

Peugeot
[R]206 Rally Car 4WD 460 HP

Plymouth
Muscle Car '71 FR 588 HP
PT Spyder MR 221 HP

Renault
[R]Espace F1 MR 818 HP
[R]Clio Sport V6 24V MR 493 HP

RUF
Turbo-R 4WD 656 HP

Shelby
Cobra 427 '67 FR 617 HP

Subaru
[R]Legacy Touring Wagon GT-B '96 4WD 454 HP
[R]Impreza Rally Car 4WD 404 HP
[R]Alcyone SVX Lsi 4WD 383 HP

Suzuki
[R]Escudo Pikes Peak Version 4WD 981 HP

Tommy Kaira
ZZIII MR 184 HP
[R]ZZII MR 588 HP

Toyota
GT-ONE Road Car '98 MR 593 HP
[R]Celica GT-Four '95 4WD 471 HP
[R]Levin GT-Apex '85 FR 260 HP
[R]GT-ONE Race Car '99 MR 672 HP
[R]Castrol Supra GT '96 FR 685 HP
[R]GT-ONE Race Car '98 MR 672 HP
Tom's Angel T01 MR 155 HP
Tom's T111 FF 172 HP
TRD 2000GT MR 266 HP
TRD 3000GT FR 318 HP
Tom's TO20 MR 230 HP
Chaser TRD Sports X30 FR 321 HP
MR-S Show Version '97 MR 135 HP
Celica Concept Car XYR '99 FF 182 HP
[R]Tom's Castrol Supra '99 FR 670 HP
Tom's Supra FR 309 HP
[R]Momo MR2 GT '99 MR 374 HP
[R]Weds Celica GT '99 FF 394 HP
[R]Denso Sard Supra '99 FR 686 HP
[R]Corolla Rally Car '97 4WD 397 HP
[R]Celica Rally Car '97 4WD 569 HP
[R]Altezza LM Edition FR 590 HP
[R]Cdma ONE Cerumo Supra GT '99 FR 686 HP
[R]BP Apex Kraft Trueno GT '99 FR 358 HP

TVR
[R]Tuscan Speed Six FR 551 HP
Speed 12 FR 807 HP
[R]Cerbera LM Edition FR 624 HP

Vector
W8 MR 714 HP

Venturi
[R]Atlantique 600 LM Edition '95 MR 705 HP
________________________________________________________________________
Part 7: Contributors' Quick Cash Strategies
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Sent in by :

1. Get the Super License
2. Win the Spoon S2000 by getting all Gold in B license.
3. Race in the Event Generator, Expert
4. Use the money you win to buy Racing Slick tires (Hard, Soft)
5. Compete in the Open class (conv.) 3rd race. Win Dodge concept LM
6. Take the Dodge Concept LM and race in the Mid-engine challenge, third
race (Red Rock Valley) for a [R]GT40 Race Car
7. Sell the [R]GT40 Race Car you have for money anytime you need it
8. Repeat as necessary

or

6. Take the Dodge Concept LM and race in the Gran Turismo All Stars
third race (Red Rock Valley); can also use [R]GT40 Race Car if you
get it. When you win, you get the TVR Speed 12 which sells for
500,000 Credits, plus you get 50,000 for winning.
________________________________________________________________________
Sent in by :

I take my Honda CRX Si, it's tuned up all the way, minus the Racing
modification, I take it to the Special Events, enter the 80's car race,
go to the 5th race on Tahiti Road and race.
The other cars always leave me on the starting line, but by the first
turn, I've passed them all, after that it's 3 short laps, and then first
place. The race only nets you 10,000 for first place, but you win a car,
a Skyline Silhouette Foumula R30, worth 125,000 when you sell it. Race 5
times, and you get 550,000 credits if you sell all of them.
________________________________________________________________________
Sent in by Erico :

1. Get all gold for your B license (it's not too difficult) to get a
Spoon S2000 for free and get the rest up to I-A License.

2. After you have the Spoon S2000, spend your first 10,000 to modify the
car a little bit and race in Special Events (I raced in Sunday Cup,
Clubman Cup, FR Challenge, and Luxury Sedan Cup) to get more money to
modify the car to the max. These are the modification parts that you
will need:
- Racing Muffler & Air Cleaner
- Sports Brakes and Brake Balance Controller
- Computer, Engine Balancing, Port & Polish
(Forget about NA Tune-Up, because after you buy all things, getting
NA Tune-Up won't increase your car's HP anymore)
- Full-Racing Transmission, Triple Plate Clutch, Racing Flywheel
- For Professional (Full Customization) Suspension
- Racing Supersoft Slick Tires
- All the three stages of Weight Reduction

3. After having all of the parts above, now it's the time to make money.
Go to the Grand Touring Car Trophy and choose the first track (Red
Rock Valley). Don't forget to complete your license up to I-A, you
will need it later anyway. IMPORTANT - Before racing in Red Rock
Valley, enter Settings menu and press L1 for Parts Setting. Go down
twice until you find Gear Ratios, then make the Auto Setup value
around 20.

4. After you win the [R]Daisin Silvia GT '99, get into this car and race
in the third track (Midfield Raceway). Don't forget to change your
tire to Super Soft, and the Auto Setup value in gear setting for
around 20. It's the time for your Spoon S2000 to rest (in peace?).
Using the [R]Daisin Silvia, it's quite easy to win the [R]Unisia GT-R
GT '99.

5. Get into your new car ([R]Unisia GT-R GT '99) and now go to the Gran
Turismo All Stars and enter the third track (Red Rock Valley). Don't
forget also to change the settings like in part 3. If you win, you
will get the Speed 12 which could be sold for 500,000 Credits. Repeat
as many times as you want.
________________________________________________________________________
Part 8: Frequently Asked Questions
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Q = Question
C = Comment
A = Answer

1. Q: Is there Drag Racing somewhere in this game?

A: Sadly, my friends, there isn't. The following is taken from a
reply I received from JCulbert:

"Sony officially made a statement saying it was incomplete due to
time constraints (imagine that)..." and that's why there is no
Drag Racing in this game.

2. Q: Does it still count if you use a Car from Simulation in Arcade to
beat the races and unlock the secrets?

A: Yes, it does. You don't have to use the cars available, just use
your cars in Simulation. It's an easy way to win.

3. Q: Do you have to change your tires to Dirt tires before you enter a
Rally race?

A: No, you don't. All you need is to have the Dirt tires bought for
the Car and enter the race. It automatically puts the Dirt tires
on for you, but when you go to a non-Rally race, your car will
have Normal tires on, so be sure to change it before you race.

4. Q: Where can I find (Car name)?

A: I'm sorry, this is just a Quick Cash Guide, not a Car list. I can
help you out as much as I can through E-mail, though. But I don't
have all cars, yet. Although, I believe there are a LOT of cars
that aren't in the game. But, since it takes nearly a year for a
car in Japan to come out in the U.S., the name is changed by
either a number series or year.
For example, a Nismo 400R in U.S. might be a Nismo 390R in Japan
and a '95 model in Japan might be a '96 model in the U.S.
Actually, now that a list of the cars you can win are up, you
don't have to ask me. All cars you can't win can be bought, either
used or new.

5. Q: What cars do you need to complete Simulation?

A: Check out the section above this one, Section #6: Cars I Won and
Bought. It doesn't have all the cars, though, since only 100 cars
can be in your garage. So get around 90, sell your excess cars,
and by one car at a time just to beat the races a car company
sponsors. Then sell that car when you're done.

6. Q: Why can't I get a Gold Cup for the races?

A: A Silver Cup denotes you won the race. You can't get Gold or
Bronze. It was the same in GT.

7. Q: Why doesn't it save my record times?

A: It won't save it on Simulation. The records are for Time Trial in
Arcade Mode. If you play Time Trial in Arcade Mode and save the
game, it'll be in Simulation for the course you played Time Trial
in, but it has to be the same amount of laps for total race time,
but for Fastest Lap, it doesn't matter.

8. Q: What does that green/yellow symbol in the Game Status screen
represent in the lower-right corner?

A: If you do Data Transfer (Convert) from Gran Turismo data to Gran
Turismo 2 and haven't done the License tests for B and A yet, then
the tests of those licenses will have the symbol. But you have to
pass the B and A license tests in Gran Turismo. It means you
converted data.

9. Q: Why didn't I get a car when I Converted data?

A: Look above. I never said you get a car when you 'Convert' data. That
green/yellow symbol doesn't mean 'Gold.' You didn't win a car simply
because you Converted data. The symbol has to be 'Gold' in order for
it to be 'Gold.' You still have to take the tests and get 'Gold' to
win a car.

10. Q: How do you win the other cars in a race that has more than one
car to win?

A: The car you win is completely random. There is some probability
involved, but it never increases until you do certain things. To
do that, you can get a certain completion status percentage and/or
beat another race then try the race you were going after first
again. Another thing is using one of the other car(s) you won in
that race. One more, use another car from another company in the
same city. Remember, it's random.
Also, if you can, try to do another race before trying to get
the car you didn't get. I got the [R]Impreza Rally Car in the
Grand Valley endurance race by beating two city races (car
company-sponsored races), then using the [R]R390 GT1 LM Race
Car '97. Then I got the [R]GT90 in the Seattle Circuit endurance
race by doing the same and using the [R]Dodge Concept Car LM
Edition. Then to get the Lancia Stratos in the Apricot Hill
endurance race, I just went directly to it using the [R]FTO LM
Edition. For the [R]GT-ONE Race Car '98 in the Gran Turismo World
League, I used the [R]Calsonic GT-R GT '99 to win.

11. Q: How do you sell your cars?

A: Go to the Garage, select the car, and there is an icon that says
'Sell' next to 'Get in.' Select 'Sell' and you'll get a choice
to sell the car or not.

12. Q: Is there a silver trophy when you beat an Event Generator race?

A: Apparently, the silver trophy symbol hasn't appeared when I beat
the Event Generator races.

13. Q: Is there any way to sort your cars in your Garage?

A: Thanks to Dave for submitting this. Yes,
there is. It isn't very easy, but highlight a car and push
[Start]. That highlighted car will go all the way to the top of
the whole car list. It takes planning since you have to build
the list from bottom-up instead of top-down. Also, if you push
'Left,' you'll move up one page and if you push 'Right,' you'll
move down one page.

14. Q: Where's Chrysler?

A: Thanks to Chris F. for this stuff. Chrylser is represented in GT2
as Dodge and Plymoth. And since the merger of Mercedes-Benz and
Chrysler, it is now Daimler Chrysler, so if you want to get
technical, Mercedes-Benz is part of the same company. The companies
owned by Daimler Chrysler (Plymouth, Dodge, etc. and Mercedes-Benz)
still use the same names just for familiarity among the public. The
merger with Plymouth will end in one to three years.

15. Q: Does Time Trial Mode (Arcade Mode) affect your game in Simulation
in anyway such as %?

A: No, it doesn't. It just gives you bragging rights to your
friends. Nothing special.

16. Q: When you beat every track on Hard for Arcade Mode, you're done,
right?

A: Uh huh. If there is a [R] symbol to the left of the course name,
you've unlocked the reverse of that course. And if there is a
yellow highlighted car icon to the right of the course name,
then you've unlocked a car.

17. Q: What do you unlock when you completely beat Arcade Mode?

A: Thanks to Wolf for this as well:

Class S
Aston Martin V8 Vantage FR 550 HP
Dodge Viper GTS FR 449 HP
Jaguar XKR Coupe FR 369 HP
Lister Storm FR 593 HP
Renault Clio Sport V6 24V MR 249 HP
Ruf CTR 2 4WD 571 HP
Shelby Cobra Daytona Coupe FR 389 HP
TVR Tuscan Speed Six FR 359 HP
Vector M12 MR 490 HP
Venturi Atlantique 400 GT MR 408 HP

Rally Cars
Corolla Rally Car 4WD 294 HP
Mitsubishi Lancer Evolution V Rally Car 4WD 285 HP
Subaru Impreza 99 Rally Car 4WD 295 HP
Ford Focus Rally Car 4WD 299 HP
Peugeot 206 Rally Car 4WD 294 HP
Toyota Celica GT Four Rally Car 4WD 261 HP
Nissan Pulsar Gti-R Rally Car 4WD 231 HP
Mazda Protege Rally Car 4WD 241 HP
Subaru Impreza Rally Car 4WD 281 HP
Citroen Saxo Rally Car FF 197 HP
Lancia Delta HF Integrale Rally Car 4WD 266 HP
Opel Tigra Ice Race Car 4WD 418 HP
Renault Megane Rally Car FF 221 HP
Toyota Celica GT-Four Rally Car 4WD 251 HP
Toyota Celica GT-Four Rally Car 4WD 295 HP
Mitsubishi Lancer Evolution III Rally Car 4WD 256 HP
Mitsubishi Lancer Evolution IV Rally Car 4WD 276 HP
Mitsubishi Lancer Evolution VI Rally Car 4WD 293 HP
Daihatsu Storia X4 Rally Car 4WD 152 HP
Ford Escort Rally Car 4WD 299 HP
Lancia Stratos Rally Car MR 236 HP
Peugeot 306 Rally Car FF 221 HP
Mini Cooper 1275 S MK1 FF 73 HP
VW Golf Rally Car FF 221 HP

17. Q: How do you change the speedometer to KPH from MPH?

A: You can't in the U.S. version simply because that's what the U.S.
uses, they don't use the metric system so those are the
regulations. But in Canada, it's the same thing, although the
metric system is used. 'Sup with that? Of course, it's because the
the U.S. version is also the one in Canada.

18. Q: Where do you put the GameShark codes in?

A: If you ask me a question like that, then you probably don't even
have a GameShark. I won't answer it, I don't have a GameShark.
I'll tell you a little something about it:

I don't own a GameShark nor am I a GameShark technician. GameShark
is a non-Sony endorsed third party product designed to cheat with
games. If you don't have the peripheral, then, of course, you can't
put GameShark codes in. There are variations of GameShark as well
as a Pro Action Replay. The GameShark comes with instructions if
you buy it legally somewhere, right?

19. Q: Can you race against computer-controlled cars in Rally races?

A: Sadly, you can't. That really sucks, no action when racing against
a ghost car, and it's programmed and it's path never changes. It
should change in GT2000.

20. Q: Is 98.25% the max completion for Simulation?

A: Yes, it is. Drag Racing was taken out of the game and that would
have filled in the last 1.75%. They probably really took it out
because they don't have many new things to put in GT2000. Now
wouldn't it be interesting if they also had motorcycle racing
in GT2000? I mean, sure, it's not really Grand Touring, but it
could be something to consider.

21. C: I gave this game a bad review because there is no point system,
I can't hear the music, the driving is too realistic, and it's
hard to get a lot of money.

A: Point system? Oh, you must be talking about a series of races
together and the winner is determined by how many points you get.
You probably reviewed this game by only playing a few hours, like
magazine reviewers, who jump to conclusions. There is this
'point system' you talk about. Check out the races that say
"(race series)" in the 'Races and Cars Won' section.
And as for you not being able to hear the music, perhaps you
should go to the 'Options' in the main menu and turn down the
'Sound.'
The driving too realistic? Hilarious. You haven't seen anything
yet. Maybe you should buy 'Simulation' tires and you'll see how
hard driving really is. Plus, it is, after all, a racing
simulation.
Is it truly hard to get money? You haven't read my Quick Cash
Guide, have you?

22. C: Ridge Racer Type 4 is a much better racing game than Gran
Turismo. The graphics are much better.

A: Do you really think so? Maybe you are right. But it isn't a
"Gran Turismo killer." I played R4 at a friend's house and the
driving is really unrealistic: it's difficult to spin out and
the turning is like Speed Racer. The graphics...better than GT?
No. Better than GT2 (not car-wise)? Probably.
Actually, if you checked it out, GT and R4 have sprites, it's
just they use more dots per centimeter or so, so it doesn't
look like a sprite.

23. Q: Can you give me some GameShark codes for the Endurance races?

A: Yes, I will. I know you can beat computer by at least three laps
when you finish the race, so why not make it easier to just use
a code and beat them much more quickly? Thanks to Wolf
for all of this stuff as well. Here it is:

D00A99AC 0000
800A99AC 00??

??
05 = End of 5th Lap
1E = End of 30th Lap
27 = Start on 40th Lap
31 = Start on 50th Lap
3C = End of 60th Lap
59 = Start on 90th Lap
62 = Start on 99th Lap

Where the "??" is in the second line of the code, you input one
of the things under the second "??" and to the right of them it
explains what the code does.

Have any questions or if you can help me answer any questions that
need confirmation, then E-mail them to lbdangc@aol.com
________________________________________________________________________
Part 9: Miscellaneous Stuff
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There's a lot more stuff to this game and this was the only place I
could put it in.
People have said to change the Settings of your car so you can reduce
the horsepower to race in certain races, go to a race that has no
restriction on how much HP you can have. I find that useless, since you
have to go through a lot of unnecessary stuff.
You can just go to a Machine Test and change the Settings. It's much
more convenient and faster, no searching for a race with no
restriction.

Thanks to Wonderpill for this: if you convert your data from GT to
GT2, almost everything becomes more exspensive. The most obvious one
is the price of the rims at the Wheel Shop. Instead of 2000 Credits, it
becomes 5000 Credits!
_______________________________________
9.1: Drivetrains
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___
|FF:|
¯¯¯
FFs naturally have understeer since the engine is in the front and
the front tires are used to turn and accelerate, while the rear tires
just follow. Many cars today are FFs, since they have a lot of
advantages, but they also have disadvantages.
It is difficult to spin out, but then it's also difficult to turn.
Acceleration is reduced because the front tires are used to accelerate
and turn.
___
|FR:|
¯¯¯
FRs naturally have oversteer because the rear tires are used to
accelerate and the front are used to turn (no extra friction to the
accelerating tires). Since it has oversteer, you have to be careful
while cornering. Oversteer sometimes leads to spin outs.
___
|MR:|
¯¯¯
MRs tend to naturally have some oversteer, but it is somewhat
difficult to spin out because the engine is around the middle of the
car. Weight transfer is tolerable and not very strong, but MRs do
fishtail quite often when going at high speeds and cornering.
___
|RR:|
¯¯¯
The exact opposite of FF, engine and drive-wise. RRs naturally have
some understeer since the engine is in the back and the rear tires are
used accelerate. There is a lot of weight on the accelerating tires, so
it is able to grip to the road more and thus, much better acceleration.
The problem with RRs is they can have sudden oversteer while
cornering. There is an advantage to this, though. If you're turning
into an extreme corner, you might not be able to make it with the
understeer, but then the car has sudden oversteer, so you then are
able to handle the corner. Although you should take note you need to
anticipate this and countersteer so you don't spin out.
____
|4WD:|
¯¯¯¯
4WD cars use all of the tires to accelerate and the front tires to
turn, so acceleration is insanely fast. Cornering is very good, but
there's understeer, especially at high speeds, because the front tires
accelerate and turn. 4WDs have a lot of advantages as well as a few
disadvantages.
_______________________________________
9.2: Turning
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These are just basic turning techniques with the following
drivetrains, it may differ for certain corners. For all tight turns,
you have to brake before you take the turn. I'll just explain what to
do while you are turning, not before it, which is brake. Look for
"markers" so you know where to start braking. Also, countersteer
while you are fishtailing, but sometimes you need to fishtail to make
the turn. Only countersteer when you can make the turn without
fishtailing.
___
|FF:|
¯¯¯
You should put Soft tires for the front, and Hard tires for the
back. This reduces understeer greatly, so it is easier to turn.
While turning and you know you can't make it without going off the
road, full throttle on the acceleration, release it, then
continuously tap the brakes. Because of the front weight transfer, more
weight is pushed upon the front tires, thus making the car turn more.
___
|FR:|
¯¯¯
You should put Hard tires for the front and Soft tires for the back.
This reduces oversteer greatly, so it is harder to spin out.
When you turn and you can't finish the turn without going off the
road, hold the brakes for about a second, release, then continuously
tap acceleration. When you tap acceleration, there is rear weight
transfer and front weight transfer because you release acceleration.
___
|MR:|
¯¯¯
You should put Hard tires for the front and Soft tires for the back.
This reduces oversteer greatly, so it is harder to spin out and
fishtail.
When you turn and you can't finish the turn without going off the
road, hold the brakes for about a second, release, then continuously
tap acceleration. When you tap acceleration, there is rear weight
transfer and front weight transfer because you release acceleration.
___
|RR:|
¯¯¯
You can do any method of turning you wish, it seems to work well
with these type of cars. Just be careful of sudden oversteer if there
seems to be understeer, so you'll just have to put tires on to reduce
understeer to get rid of this problem, but then oversteer might be too
great normally. These cars are great, they just need time to master.
____
|4WD:|
¯¯¯¯
You should put Soft tires for the front and back. This gives the car
more grip to the road and makes it easier to turn.
You can use the FF turning method, or the FR turning method. They
both work, but I recommend the FR turning method because the rear
wheels are also used to accelerate.
_______________________________________
9.3: Modification Parts
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is taken directly from the reference manual which is exactly how
it is in the game. So you can also say it is taken directly from the
game itself.
Either way, all of this is copyright (c) 1999 Sony Computer
Entertainment, Inc.
________
Muffler:
¯¯¯¯¯¯¯¯
Sports:
Combines a less-restrictive replacement sports-model air cleaner with
a low back-pressure sports muffler to improve intake and exhaust flow.
Ideal as a first-time turbo upgrade. Improves high-rpm torque in non-
supercharged engines.

Semi-Racing:
A competition-grade air cleaner with urethane sponge filter is
combined with a low-back pressure muffler designed to enhance engine
performance at high rpm. Ideal for large-displacement turbo engines.
When using with a non-supercharged engine, proper tuning beforehand is
a must.

Racing:
Delivering even better intake efficiency than the semi-racing model,
this racing air cleaner with a velocity stack is combined with a high-
efficiency straight muffler designed for racing cars that normally
operate in the high-rpm range. Suitable for tunings that maximize peak
power. Reduces low-rpm torque and so requires proper consideration of
engine characteristics, gear ratio, and other factors.
_______
Brakes:
¯¯¯¯¯¯¯
Sports Brakes:
Contains carbon metallic brake pads for dependable stopping power,
even during long-distance driving. With far more initial stopping
power and fade resistance than ordinary brakes, these brakes are also
suitable for endurance races. Brake fluid (DOT 5) is also changed.

Brake Balance Controller:
Controls the anti-lock braking system to maintain the desired
balance in braking power between the front and rear brakes. Strengthen
the front to increase understeer for extra stability, or strengthen the
rear to increase oversteer for better maneuverability. Remember that a
too-strong rear brake balance increases the likelihood of spinout.
_______
Engine:
¯¯¯¯¯¯¯
Performance Chip:
The most basic upgrade. Altering the Engine Management Program
settings allows you to boost power by adjusting engine ignition timing,
the air/fuel ratio, and other variables. For turbocharged vehicles, the
air filter and muffler are also replaced, for a beginner's-level
upgrade.

Full-Engine Balancing:
An extensive upgrade that includes piston and connecting rod weight
balancing, and a precision-balanced crankshaft. Reduces vibration and
bearing loads, and allows higher engine speeds. The rev limiter is
reset to take advantage of this.

Port and Polish:
Polishes the interior of the intake ports, reducing air-flow
resistance boosts engine power by what may seem a low degree, but is
essential for normally aspirated and supercharged engines alike.

NA Tune-up:
- STAGE 1
Boosts the power of non-supercharged engines by adjusting the
ignition and valve timing and by installing thinner head gaskets for
a higher compression ratio. The exhaust manifold is also replaced.
Peak power is enhanced without affecting low-rpm torque.

- STAGE 2
Picks up where Stage 1 leaves off. Not only raises the compression
ratio even further with high-compression pistons and head polishing,
but also boots high-rpm output by replacing the cams, mounting
reinforced valve springs, and Port and Polish. Although low-speed
torque is diminished somewhat, the emphasis here is on boosting
high-rpm power. The Engine Management Computer is also reset
according to your vehicle specs.

- STAGE 3
Following up on Stage 2 enhancements, this upgrade completely
overhauls the engine to enhance high-rpm performance. Higher-
compression pistons, special high-lift racing cams with a large
amount of valve overlap, heavy-duty competition valve sprins and
connection rods, and engine block strengthening are all part of the
package. The power band is shifted to the medium to high range to
boost maximum horsepower.

Displacement Increase:
There's no replacement for displacement. This upgrade raises
cylinder displacement by increasing engine bore and stroke. Greater
displacement generally boosts the engine's torque in all rpm ranges.
___________
Drivetrain:
¯¯¯¯¯¯¯¯¯¯¯
Transmissions:
- Sports Transmission
Replaces a normal transmission assembly with a transmission with
closer gear ratios in all five gears. Prevents revs from dropping
below the powerband when upshifting, and allows smoother downshifts.
Ensures useful power ina variety of turns. Recommended for non-
supercharged engines.

- Semi-racing Transmission
These gear ratios are even closer than those of the Spors Close-
Ratio Transmission. This gearbox is ideal for highly-tuned cars with
a narrow powerband. Note that upshifting and downshifting will
become more frequent. Because of time loss during shifting, this
transmission may be counterproductive in cars with high-torque,
wide-powerband engines.

- Full-racing Transmission
For races that permit the replacement of all gears, including the
final drive gear. This upgrade also makes it possible to fine-tune
the gear ratios according to vehicle specs and circuit features.

Clutch:
- Heavy-Duty Single Plate Clutch
Changes the clutch feeling during upshifting, so that upshifting
feels more direct than with a normal clutch.

- Twin Plate Clutch
This racing clutch kit features dual clutch places, ideal for
high-torque, high-power vehicles. Reduces clutch slippage during
upshifting, improving acceleration.

- Triple Plate Clutch
Featuring three clutch places, this clutch kit boosts torque
transmission and enhances the directness of the power. Ideal for
highly-tuned cars.

Limited-Slip Differential (For Professionals):
- 2-Way Limited-Slip
A limited-slip differential that delivers the limited slip effect
during both acceleration adn deceleration. Stabilizes the vehicle
attitude during braking, thereby permitting even harder braking.
Delivers powerful traction during acceleration, but clearly makes
turning more difficult and so is suited to drivers who are skilled
at turning.

- 1.5-Way Limited-Slip
Reduces the limited-slip effect during deceleration while
maintaining the full limited-slip effect during acceleration. This
ensures powerful traction, and during braking, prevents excessive
reduction in the force o fthe car attempting to turn. Free of
quirkiness, this is a good all-around limited-slip unit.

- 1-Way Limited-Slip
Tis limited-slip activates the limited-slip effect only during
acceleration, and so is suitable for front wheel drive vehicles,
which are difficult to turn under any conditions. The absence of
the limited-slip effect during braking makes it possible to
maximize turning power. However, the tendency of the vehicle to
lose stability during braking should be noted. The shortcoming of
this type of limited-slip is that vehicle characteristics during
acceleration change greatly when the accelerator is released to
decelerate.

- Full Customization
This special rcing modification allows independent adjustment
of the limited-slip effect during acceleration and deceleration.
Although capable of greatly changing a car's performance, this
modification requires careful adjustment as improper adjustment
can destroy the car's balance.

Flywheel:
- Sports
A lightweight flywheel made with chrome molybdenum steel. Lets
the engine rev mroe quickly. Improves acceleration slightly, but
with narrow-powerband engines, revs may drop below the powerband
unless a close-ratio transmission is also used.

- Semi-Racing
Even lighter than the sports type, this flywheel is especially
designed for racing. Makes for a quick-revving engine. Improves
acceleration slightly, but with narrow-powerband engines, revs may
drop below the powerband even more easily unless a close-ratio
transmission is also used.

- Racing
A super-lightweight flywheel exclusively for racing. Makes for a
quick-revving engine that also drops revs quickly. Improves
acceleration and deceleration, but with narrow-powerband engines,
revs may drop below the powerband unless a close-ratio transmission
is also used and the driver can master the proper shifting technique.

Driveshaft:
- Carbon Driveshaft
A lightweight driveshaft made with a carbon composite. Situated
between the engine and the differential gear in front-engined, rear
wheel drive or all wheel drive cars, the driveshaft is just as
important as the flywheel for acceleration performance.
______
Turbo:
¯¯¯¯¯¯
Turbo Kit:
- STAGE 1
A turbo kit that uses a compact turbocharger to generate high-rpm
torque without sacrificing torque in the low to medium rance. Minimal
turbo lag and high response combine to create an excellent balance
suitable for all types of circuits. metal gaskets, oil coolor, a
reinforced oil pump, and other high-durability parts are also
installed.

- STAGE 2
A turbo kit that stresses high-rpm peak power and low to mid-range
balance. Torque in the low range is somewhat low compared to Turbo Kit
1, but mid to high range power is boosted considerably. In addition to
metal gaskets, oil cooler, a reinforced oil pump, and other high-
durability parts, a fuel pump, injector, computer, and other turbo
components are also installed.

- STAGE 3
A turbo kit that focuses on quarter-mile acceleration. The powerband
shifts further into the high-rpm range than with Turbo it 2. For greater
effectiveness, this turbo kit should be combined with a close-ratio
transmission and other parts. The cam is also replaced with one designed
for turbo characteristics. In addition to metal gaskets, oil cooler, a
reinforced oil pump, and other high-durability parts, a fuel pump,
injector, computer, and other turbo components are also installed.

- STAGE 4
An oversized, high-rpm, high-output turbo kit designed purely with
maximum horsepower in mind. Suitable for maximum-speed contests, for
instance. The cam is also replaced with one designed for turbo
characteristics. Ina ddition to metal gaskets, oil cooler, a reinforced
oil pump, and other high-durability parts, a special fuel pump, injector,
computer, and other turbo components are also installed.

Intercooler:
- Sports
This air-cooled intercooler cools the hot intake air after it is
pressurized by the turbocharger. By lowering the intake air temperature,
air density is increased, allowing for more fuel to be used and boosting
power. An essential part for a high-performance turbo engine.

- Racing
Boosts the power of a supercharged engine by lowering the intake air
temperature. The larger capacity increases the temperature-reducing
capabilities but slightly lowers engine response. This high-capacity
intercooler is a suitable upgrade for engines with a high maximum
supercharging pressure.
___________
Suspension:
¯¯¯¯¯¯¯¯¯¯¯
Suspension Kits:
- Sports
An all-purpose, beginner-friendly suspension kit that covers all
types of driving, from street to circuit. Both front and rear shock
absorbers are adjustable to one of 10 damping force levels. Camber
angle is also adjustable. Clearnace is lowered approximately 1 inch in
the front and back. Two-way low-pressure gas shock absorbers
(adjustable to 10 levels).

- Semi-Racing
A ride height-altering suspension kit for intermediate drivers.
Spring rate and the shock absorber damping force are harder than with
normal sports suspension. Front and rear ride height is adjustable in
1-millimeter increments. Damping force is adjustable to one of 10
levels, and camber angle is also adjustable. Single high-pressure gas
shock absorvers.

- Full Customization (For Professionals)
Enables tuning of all suspension parts. Adjusts shock absorbers,
replaces springs with ones with different spring rates, and replaces
the stabilizar (anti-roll bar), which controls the vehicle's lateral
roll stiffness. Wheel camber can be changed, and toe-in is also
adjustable. Shock absorber compression (bound) and extension (rebound)
are independently adjustable to one of 10 levels.
______
Tires:
¯¯¯¯¯¯
Sports Tires:
Sports tires are for paved-road driving and have a greater grip than
normal tires. Mounting high-performance tires enhances a car's
cornering, acceleration, and braking performance and is the most
effective upgrade. Purchasing tiresentitles you to subsequent tire
services for as long as you own those tires. Front and rear tires must
be purchased together.

Racing Slick Tires:
- Racing Hard
A set of front and rear slick tires for racing on paved surfaces.
These tires have low grip but are made with a durable compund that
ensures consisten grip over the long term. Because these tires warm up
slowly, use proper caution during the first 2 laps on a racing course.

- Racing Medium
A set of front and rear slick tires for racing on paved surfaces and
made of a special compund that provides a proper balance between grip
and durability. Tires heat to the appropriate temperature after 1 lap
to ensure high grip. Thee tires are not as durable as hard tires but
last longer.

- Racing Soft
A set of front and rear slick tires for racing on paved surfaces and
made of a special compund that provides excellent grip, although at
the expense of some durability. Ideal for time trials, for instance.
After only one-half lap, these tires heat sufficiently to provide
excellent grip. Limited durability requires mroe-frequent tire
replacement.

- Racing Super Soft
A set of front and rear slick tires for racing on paved surfaces.
These tires, which cast durability to the win to provide maximum grip,
requre only several turns to warm up to the point of maximum grip.
Caution is required as loss of grip due to wear can occur suddenly.

Dirt Racing Tires:
Dirt racing tires, which must be mounted on all 4 wheels for racing on
dirt courses. These tires are designed to ensure vehicle controllability
on slippery gravel and other unpaved surfaces. Dirt racing tires are
available only for certain vehicle types.

Simulation Tires (For Professionals):
A tire that even more closely approximates the characteristic of
actual, real-life tires. These tires make driving with the game
controller extremely difficult and so provide a virtual experience of
real-life driving (as opposed to video-game driving), requiring early
braking, careful steering, and delicate accelerator manipulation. This
is a set of front and rear tires for paved surfaces.
_______
Others:
¯¯¯¯¯¯¯
Weight Reduction:
- STAGE 1
Lightens the vehicle by removing unnecessary parts and relacing
others with parts made of lightweight-material. The numerous
advantages of a lighter car include enchanced acceleration
performance, improved cornering and braking, and better tire
durability.

- STAGE 2
Lightens the vehicle more by removing more parts and/or replacing
more with lighter materials.

- STAGE 3
Takes Stage 2 lightening a step further.

Racing Car Modification:
Upgrades the car's materials and shape, changes the coloring, and adds
aerodynamic parts, which adds downforce to the vehicle. Adjusting the
front and rear downforce makes it possible to change the vehicle balance
in the high-speed range.

For Professionals:
- Yaw Control System
This component changes the setting of the Yaw Control System, which
generates rotational moment in the vehicle by controlling the
distribution of torque between the left and ride drive wheels. Raising
the setting creates rotational moment during cornering, making turning
easier. Note that too high a setting increases the likelihood of tire
spinning.

- Active Stability Controller
Prevents spinning due to oversteering by actively controlling the
braking power of all four wheels. A high setting stabilizes the car
but makes cornering more difficult. A low setting permits greater
freedom of movement in cornering but diminishes the spin-prevention
effectiveness of the device.

- TCS Controller
For adjusting the setting of the TCS (Traction Control System),
which prevents wheelspin by automatically releasing the accelerator
when a drive wheel is detected to be spinning. Changing the traction
control setting changes car's handling. A high setting stabilizes the
car by eliminating wheelspin, but may dimish acceleration. With
powerful rear wheel drive, a low setting can result in oversteering
when the accelerator is being pressed.
_______________________________________
9.4: Tuning
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Do not change more than one thing at a time, since that might be the
problem with your car if you do more than one setup change at a time.
Oh yes, if you want the default settings for the thing you've changed,
just push the [Start] button.

Some Terms You Should Know:
wheelspin - a wheel locks up and just slides
fishtail - the result of wheelspin, the tire(s) just slide
oversteer - the car steers too much when turning
understeer - the car steers too little when turning
body roll - the way the car rolls in the corner (bad if high)
weight transfer - the transfer of weight when acceleration/braking
________
Springs:
¯¯¯¯¯¯¯¯
Springs are supposed to keep the tires on the road and not lose
control. But if the settings are too soft or hard, weight transfer is
screwed up, as well as understeer/oversteer. Springs can have a lot
of positive and negative effects, depending on what you do.
If both springs lean more towards stiffness, then these are the
effects: reduced grip on bumpy roads, reduced body roll, and increased
handling. If both springs lean more towards softness, then the effects
are the opposite if the springs stiff: increased grip on bumpy roads,
increased body roll, and reduced handling.
If you stiffen the front springs, more understeer will be induced. The
same thing goes if you soften the rear ones. More oversteer will be
induced if you soften the front springs or stiffen the rear ones. For
cars with a lot of understeer, you shouldn't give it more oversteer
since it'll probably be easy to spin out.
Weight transfer is also affected if you change the springs. If the
front springs are softened, front weight transfer is increased greatly
when you brake. It may be good for a FWD car since it's front engine
and front wheel drive. If you soften the rear springs, rear weight
transfer is increased greatly while accelerating. It would be good for
a RWD or 4WD car, since the rear wheels are used, road grip is
increased while accelerating.
You shouldn't really use the springs for balance, since you need to
have the perfect settings so it could be right. The stabilizers are
better for turning and road grip. Weight transfer is just too
important to use the springs, but if you're good enough, you might
want to use the springs.
____________
Ride Height:
¯¯¯¯¯¯¯¯¯¯¯¯
Ride height is the height of the bottom of the car from the ground on
a straight paved surface. The lower the ride height, the less weight
transfer there is during acceleration, braking, and cornering. This
makes it more stable and since there is less weight transfer, cornering
is improved.
If the ride height is too low, you will lose control if you're going
too fast when you go into a bump or jump (bottom out). You can stiffen
the springs and/or dampers to get rid of this problem. Ride height
should only be adjusted on smooth courses, otherwise you'll have a lot
of trouble cornering.
You shouldn't really mess with the ride height unless you know what
you're doing. The car is usually fine as it is. You can usually just
adjust the settings until you find what you think is best.
_________________
Shocks (Dampers):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The dampers (Shock Absorbers or simply just Shocks) dampens the
"swinging" of the springs. The shocks are very important when
cornering.

- Bound:
This affects the stability and handling of the car. The stiffer you
make the Bound Damper, the more responsiveness the car has because weight
transfer is more tolerable. If it is too stiff, stability is screwed up
on non-smooth surfaces. If it is too soft, handling is terrible.

- Rebound (affects entry and exit of corners):
This affects the entry and exit of corners, as well as turning. To
reduce understeer when turning, you can soften the front or stiffen the
rear. Also, to reduce oversteer, stiffen the front or soften the rear.
_______
Camber:
¯¯¯¯¯¯¯
Camber's the angle the tires make with the road, it's measured in
degrees. The grip of the tires to the road depends on the camber angle.
Zero camber angle is supposed to have the maximum grip, but in reality
it doesn't because a small negative camber makes the tires tilt
inward, so when you turn, the tire is aligned perfectly with the road.
It is aligned perfectly with the road as it is on a straight road with
zero camber. In order to achieve maximum grip while turning, you need
to have some negative camber.
A positve camber isn't very good and you should never make it
positive. You should just mess with the camber settings until you find
something ideal for your driving style.
For some reason, in GT2, you cannot make the wheels' angles negative,
so I suggest you to leave this alone and adjust the Toe instead.
____________
Stabilizers:
¯¯¯¯¯¯¯¯¯¯¯¯
The stabilizers are similar to the springs in what it does. The
stiffer the front and rear, the more responsive handling is. But this
can screw up the stability on bumpy surfaces. While the softer the
stabilizers, the less responsive handling is, although it gives more
stability on bumpy surfaces.
If you soften the front or stiffen the rear, understeer is reduced.
Likewise, if you stiffen the front or soften the rear, oversteer is
reduced. However, do not over-stiffen/soften the front or rear
because it can have a negative effect, especially if you try to
reduce understeer. Fishtailing can become quite common and may lead
to spin outs. But if you reduce oversteer too much, you may not be
able to take the turns as easily, and if you turn too hardly, it is
very easy to fishtail or spin out, so be careful.
______________
Brake Balance:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The purpose of the Brake Balance is to adjust the power of the
brakes when braking. In order to reduce oversteer, increase the front
or reduce the rear. You can also reduce understeer if you reduce the
front or increase the rear.
You would want a little higher front brake balance than the rear,
in most cases, because you won't oversteer while turning, thus making
it easier to turn without spinning out or fishtailing.
____________
Gear Ratios:
¯¯¯¯¯¯¯¯¯¯¯¯
The final gear is the most important, but the other gears can be
used to adjust acceleration and gear changes. The lower the number,
the more max speed there is. The higher the number, the less max
speed there is. Remember, though, the higher the max speed, the more
acceleration is reduced. Likewise, the lower the max speed, the
more acceleration is increased.
For courses with a lot of corners (not many straight surfaces for
acceleration), you would generally want faster acceleration, so you
would increase the number. But for a course like the Test Track,
you would want a higher max speed, so you would decrease the number.
I've gotten E-mail from people asking me how to increase the max speed
even further after getting fully tuning-up their car, and after putting
the gear settings to their lowest because some cars seem to only be able
to go up to 220 MPH or so. What I'm about to tell you will make the
car's max speed exceed the amount you think is the max possible.
Well, go to the Machine Test and choose 'Max Speed' to test your car's
max speed. Go to the Settings, go to the Gears Settings, and put all of
the gears to their lowest and start the test. See your car's max speed
and if you want to increase it even further, quit and go back to the
Settings. Push [Start] while highlighting one of the gears to return it
to its default settings, and change the gears to their lowest settings
again. Take the test again and the max speed should have either
increased or decreased.
Now quit and go back to the Settings once again. You see the option
all the way at the bottom of the menu with the gears? Well, select it
and move it to the right a few, then push X or O to accept. Then push
[Start] and it'll return to its default number. Go to the gears and make
them the lowest possible. Take the test again and the max speed should
have increased.

Note: Don't do this for all cars since the higher your max speed, the
less acceleration you have. You can also only do this for the
final gear afterwards
__________
Downforce:
¯¯¯¯¯¯¯¯¯¯
This is the aerodynamic force that pushes the car down to the road.
The higher the front and rear are, the more grip during cornering is.
That also makes the car more stable, since it sticks to the road more.
But this decreases speed on a straight surface because a lot of weight
it put down on the car. The lower the front and rear are, the less
grip during cornering is, although speed is increases on straight
surfaces.
You can reduce understeer by increasing the front or decreasing the
rear. Also, if you decrease the front or increase the rear, oversteer
is reduced. The faster your car is going, the more downforce effects
your car.
____
Toe:
¯¯¯¯
Similar to the camber, except somewhat different. It is the angle
the tires make with each other. Zero toe means the tires are parallel
with each other. A positive toe causes the tires to be more outward
towards each other, while a negative toe makes the tires more
inward to each other.
If you use a negative toe for both the front and back, handling is
increased, but if the angle is too low, handling will be messed up.
If you use some negativaty, handling is increased because the tires
lean inward and when you turn, the tire are perpendicular to the
ground, just like what camber does.
But any adjustment to Toe may wear out the tires quickly in races
that allow tire damage, especially Endurance races. Use at your own
risk, it is recommended you just adjust the Traction Control System
Controller instead, unless you know what you're doing.
A positive front toe or negative rear toe reduces oversteer, while
a negative front toe or positive rear toe reduces understeer.

Thanks to Ramon for correcting me and other
things related to Toe

Negative Toe:
This is what the left and right tires are like when you make it
negative. It's somewhat exaggerated, but you get the picture (the top
of the tires lean inward). Also known as Toe-in.

/¯¯¯/ \¯¯¯\
/ / \ \
/ / \ \
/___/ \___\
Left Right

If you keep a positive camber and make some negative toe, the tires
will lean inward some and steering is easier, but you lose some
stability. Turning is easier because weight transfer puts pressure in
the direction you are trying to turn.

Positive Toe:
This is what the left and right tires look like when you make it
positive. It's somewhat exaggerated, but you can still understand it
(the top of the tires lean outward). Also known as Toe-out.

\¯¯¯\ /¯¯¯/
\ \ / /
\ \ / /
\___\ /___/
Left Right

You will gain extra stability, but turning becomes more difficult.

Zero Toe:
This is what the left and right tires look like when you make the toe
zero. The tires are parallel to each other.

|¯¯¯| |¯¯¯|
| | | |
| | | |
|___| |___|
Left Right

On a straight road, stability to the road is nearly perfect. If you
had toe-out, stability would increase further. But when you turn, well,
that's different. It is more difficult to turn than if you had toe-in.
__________________________
Limited-Slip Differential:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The limited-slip differential is composed of LSD during initial
torque, acceleration, and deceleration. If you get this for an FF, you
you only get the 'Front' sets. If you buy this for an RR or FR, you
receive only the 'Rear' sets. As for a 4WD, both 'Front' and 'Rear'
sets are received.

- Initial Torque
FF: If you soften it, responsive handling is reduced, but there is
less body roll as well as more stability. Stiffening it results
in increased responsive handling, but increased body roll and
less stability.

FR/RR: By softening it, responsive handling increases, although body
roll increases as well and less stability. By stiffening it,
responsive handling decreases, even though body roll
decreases and stability increases.

4WD: By softening the front, responsive handling is reduced, but
there's more stability and less body roll. If you stiffen the
front, responsive handling is increases, but you get less
stability and more body roll. Stiffening the rear results in
less acceleration, although you get more stability. If you
soften the rear, you receive more acceleration, but in return,
you get less stability.

- Acceleration
Grip to the road is increased while accelerating, but stability
is reduced while braking. When braking for a corner, the car is hard to
handle, but when you exit the corner, it works very well. This can
be fixed by adjusting the LSD Deceleration.
A high setting gives you fast acceleration, but handling is
reduced. A low setting gives you low acceleration, but handling is
increased.

- Deceleration
Grip, stability, and turning ability are increased while braking.
A high setting gives you great grip, stability, and turning ability
while braking, but all that stuff is reduced while accelerating. A
low setting reduces grip, stability, and turning ability while
braking, but that stuff is increased while accelerating. Fix this
problem by adjusting the LSD Acceleration.
___________________
Yaw Control System:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This basically controls the distribution of torque between the
left and right wheels. This is similar to the Limited-Slip Differential
of cars, and some cars without the LSD have this. If you get this for an
FF, you you only get the 'Front' sets. If you buy this for an RR or FR,
you receive only the 'Rear' sets. As for a 4WD, both 'Front' and 'Rear'
sets are taken.
A high setting gives the car faster turning speed, but fishtailing
becomes more common. A low setting gives the car slower turning speed,
but fishtailing is reduced.
There aren't many cars with this, and those with it aren't the best
cars, except perhaps some rally cars.
____________________________
Active Stability Controller:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This controls the overall braking power of all four wheels. This
stabilizes the car more when cornering and increases grip to the
road.
A higher setting decreases responsive handling, but increases
stabilization when cornering and increases grip to the road. While
a lower setting increases responsive handling, stabilization
during cornering and grip to the road are reduced.
This is very similar to the Limited-Slip Differential Initial
Torque, so just look at that when dealing with this.
___________________________________
Traction Control System Controller:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This reduces the delivery of power to a wheel that is losing
grip to the road.
A high setting increases overall grip to the road, but decreases
speed on a straight road. A low setting decreases overall grip to the
road, but increases speed on a straight road. The TCSC is ideal for
FRs, RRs, and 4WDs.
A car with good grip to the road can corner easily while a car with
bad grip corners difficultly. And if a car has good grip, it is more
stable and more difficult to spin out and fishtail. A car with bad
grip is less stable and pretty easy to fishtail and spin out.
_______________________________________
9.5: Best ___ Car
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I'd like to hear what you readers have to say. I can't really
judge the other cars, only the best cars out of all cars. I need
input on this since I haven't owned every single car, let alone
tested every car.
_________
All Cars:
¯¯¯¯¯¯¯¯¯
Best All Around:
[R]Mitsubishi FTO LM Edition

Best Power-to-Weight Ratio:
[R]Suzuki Escudo Pikes Peak Version

Fastest:
[R]Suzuki Escudo Pikes Peak Version

Fastest Rally:
[R]Suzuki Escudo Pikes Peak Version

Best All Around Rally:
[R]Mitsubishi FTO LM Edition

Highest HP:
[R]HKS Drag 180SX (Nissan) or...
[R]HKS R33 Drag GT-R (Nissan)

Lightest:


Heaviest:

________
FF Cars:
¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

________
FR Cars:
¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:
[R]HKS Drag 180SX (Nissan)

Lightest:


Heaviest:

________
MR Cars:
¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

________
RR Cars:
¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:
_________
4WD Cars:
¯¯¯¯¯¯¯¯¯
Best All Around:
[R]Mitsubishi FTO LM Edition

Fastest:
[R]Suzuki Escudo Pikes Peak Version

Highest HP:
[R]HKS R33 Drag GT-R (Nissan)

Lightest:


Heaviest:

_________________
Lightweight Cars:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

_____________
Compact Cars:
¯¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

____________
Luxury Cars:
¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

____________
Muscle Cars:
¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

_________________
Convertible Cars:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

_______________
Station Wagons:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:
_____________________________
NA (natural aspiration) Cars:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

___________
Turbo Cars:
¯¯¯¯¯¯¯¯¯¯¯
Best All Around:


Fastest:


Highest HP:


Lightest:


Heaviest:

________________
True Rally Cars:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Best All Around:
[R]Mitsubishi FTO LM Edition

Fastest:
[R]Suzuki Escudo Pikes Peak Version

Highest HP:
[R]Suzuki Escudo Pikes Peak Version

Lightest:


Heaviest:

_______________________________________
9.6: Stupid Mail I've Received
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I put this section in here to show people what kind of stuff I have to
deal with, and it's only this game.

Here's the first stupid mail I've received:
______________________________________________________________________
|Subj: FWD |
|Date: 1/7/2000 |
|From: *******@aol.com |
|To: LB Dan GC@aol.com |
| |
|Four wheel drive is not the same as FF, Stupid!!!!!!!!!!!!!!! |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This was my reply:
______________________________________________________________________
|Subj: Re: FWD |
|Date: 1/7/2000 |
|From: LB Dan GC@aol.com |
|To: *******@aol.com |
| |
|In a message dated 1/7/2000 10:46:30 AM Pacific Standard Time, |
|******* writes: |
| |
|> Four wheel drive is not the same as FF, Stupid!!!!!!!!!!!!!!! |
| |
| Hey, guess what!? You're the one that's stupid! FWD means Front |
|Wheel Drive, STUPID! 4WD means Four Wheel Drive! Perhaps you should |
|actually READ the book. Oh yeah, and it's also featured in the game |
|like that. Don't blame me, blame car drivers, racers, companies, etc. |
|Don't you feel stupid now? |
| |
|Regards, |
|Dan GC |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's more E-mail, but I'm not putting them up since I've already
resolved the problem with them.
________________________________________________________________________
Part 10: My Car Reviews
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
No, I didn't copy JCulbert, I'm just putting in the car reviews in my
guide that I've sent him. Don't worry, I'm not getting people away from
his FAQ, since this is my guide, I thought I'd put my car reviews in it.

Make: Ford
Model: [R]GT40
Year: 1966
Dealer Price: 500,000
Drivetrain: Mid-Engine/RWD (MR)
Engine: V8 -
Displacement: 4736cc
Horsepower: 305 hp @ 6000 rpm
Torque: 327.6 lb-ft @ 4200 rpm
Curb Weight: 2200 lbs
Front Suspension: Double Wishbone
Rear Suspension: Multi-link

This car has great handling and it's pretty difficult to spin out with
it. It's max. speed and acceleration are pretty above average and
handling is above average. It rules on the Red Rock Valley course and
similar courses. It's a car for beginners since it doesn't require much
work to turn corners. Since it's an MR, brake early, turn, and tap
acceleration while turning to make shift weight to the back. Or you can
just brake and turn simultaneously to cause your car to oversteer and
fishtail, but then you countersteer to stop the fishtailing. After you
master the turning with this car, you'll soon find out you don't need to
brake much with this car.
All you need to do is change its tires to Hard in the front, Soft in
the back to reduce oversteering. When you start fishtailing, release
acceleration and countersteer, otherwise you'll still fishtail and might
spinout while trying to countersteer while holding acceleration.

Make: Ford
Model: [R]GT40 Race Car
Year: 1969
Dealer Price: N/A
Drivetrain: Mid-Engine/RWD (MR)
Engine: - -
Displacement: ----
Horsepower: 492 hp @ 6500 rpm
Torque: 449.8 lb-ft @ 5000 rpm
Curb Weight: 2200 lbs
Front Suspension: N/A
Rear Suspension: N/A

You thought the [R]GT40 was a great car, wait until you look at
this! You have to change it's transmission (decrease the final gear by a
lot) to win in the Gran Turismo All Stars races. It's max. speed is
above average, once you decrease the final gear, acceleration is above
average, and handling is above average. It rules on corners-a-plenty
courses. Everything like in the [R]GT40 applies to this car, except this
car has better acceleration and max speed, but just as good handling.
Remember, though, the faster a car is going, the more understeer there
is, so you have to brake earlier.

Make: Mitsubishi
Model: [R]FTO LM Edition
Year: N/A
Dealer Price: N/A
Drivetrain: 4WD
Engine: - DOHC
Displacement: ----
Horsepower: 549 hp @ 8500 rpm
Torque: 359.4 lb-ft @ 6000 rpm
Curb Weight: 2050 lbs
Front Suspension: N/A
Rear Suspension: N/A

This car is one of the best EVER! At least in my opinion, that is.
I've said it before and I'll say it again, this car has above average
acceleration and max speed, and has wonderful handling and stability.
This car rules on virtually all courses, as long as it has a lot of
corners. It might not be able to always beat a [R]GT40 Race Car, though,
but that's another story. You can use the [R]FTO LM Edition to race in
any of the Gran Turismo All Stars, GT 300 Championship, or GT 500
Championship races. Even the GT League races, this car rules. You can
even use this car in Rally races, the only car it can't beat is the
Suzuki Escudo Pikes Peak Version rally car, it gets a beating against
it, on the Pikes Peak rally races. You can win virtually almost any race
with this car, just put Soft tires in the front and back and you're set
to go. No extra tuning is needed.
________________________________________________________________________
Part 11: Special Thanks
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wolf :
He sent me a list of all the races and cars you win from them, plus
all of the cars he won and bought to complete Simulation. He's 98.25%
done with it. Oh yes, and he also sent me GameShark codes for the
Endurance races. It's in the Frequently Asked Questions section,
Question #23.

Red Phoenix
The little 'Dragon' ASCII art in the Author Information section.

Brett "Nemesis" Franklin
Cool guy with a great FAQ. Has a lot of information. Check it out.

Chris Poon:
Told me to get even more money, race in the third race of the Gran
Turismo All Stars (Red Rock Valley). It is three laps, but if you win,
you get 50,000 Credits and win a TVR Speed 12 that sells for 500,000
Credits.

Chris F:
Told me Chrylser is represented in GT2 as Dodge and Plymoth. And since
the merger of Mercedes-Benz and Chrysler, it is now Daimler Chrysler, so
if you want to get technical, Mercedes-Benz is part of the same company.
The companies owned by Daimler Chrysler (Plymouth, Dodge, etc. and
Mercedes-Benz) still use the same names just for familiarity among the
public. The merger with Plymouth will end in one to three years.

Wonderpill:
Told me if you convert your data from GT to GT2, almost everything
becomes more exspensive. The most obvious one is the price of the rims
at the Wheel Shop. Instead of 2000 Credits, it becomes 5000 Credits!

Dave :
Telling me how to sort the cars in your garage. It isn't easy, but
it's possible. Push [Start] and the highlighted car is brought to the
top of the list. It takes planning because you have to build the list
bottom-up instead of top-down.

UltimateX :
He told me why the Super License is important. You gain access to the
Event Generator and if you beat Expert and get first place in each race,
you'll get a total of 100,000 Credits. It's an easy way to get money in
the early stages.

, , and Erico :
Sending in Quick Cash strategies

John Culbert :
His Gran Turismo 2 Compendium. It's a great guide with a lot of
information. Check it out for everything except for a way to get quick
cash.

Gordon Bower :
His Race/Car Prize Listing Guide. It has the amount of money you win
and what Car you win each race, if there is a Car to win.

Kao Megura:
His old disclaimer which I'm using
________________________________________________________________________
Part 12: Author Information
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
. .
' }\ /{ '
/ \ ) \__/ ( / \
/ \ (*\ /*) / \
/ \_ \ / _/ \
( \|\../|/ )
/ | VV | \
/ Dan GC \
/ \
( LB Dan GC@aol.com )
\ /
/ Web Page \
/ ¯¯¯¯¯¯¯¯ \
/ The Shrine \
( http://come.to/theshrine )
| /\ /~\|T|\/~\/~\/|T|/~\ /\ |
| / \/ '|' )) '|' \/ \ |
|/ (( \|
' )\ '
(\/)
\/

"You're funny. But keep it up and you'll just piss me off." ~ Xenogears'
Fei
Don't plagiarize! It's bad! And always give credit where it is due!
________________________________________________________________________
Unpublished Work Copyright (c) 1999, 2000 Dan GC
________________________________________________________________________
END








 
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